For Players
Setting Information
Factions
System Information
Classes
For GMs
Real World
For Players
Setting Information
Factions
System Information
Classes
For GMs
Real World
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You have access to your families connections and estates in order to generate an income. Instead of the standard wealth scale, you use the one below.
Wealth Level | Cost | Income |
---|---|---|
0 | N/A | 10 Acra |
1 | 100 Acra | 60 Acra |
2 | 200 Acra | 120 Acra |
3 | 350 Acra | 180 Acra |
4 | 600 Acra | 240 Acra |
5 | 800 Acra | 300 Acra |
The character has connections and influence among Acryn’s nobility.
You can leverage your families estates and your own experience with managing them to expand your own personal operations. You can maintain two resources rather than just one.
The character has connections and influence among Acryn’s council.
You are skilled in leveraging deals and managing ongoing operations to secure an income. Instead of the standard wealth scale, you use the one below.
Wealth Level | Cost | Income |
---|---|---|
0 | N/A | 10 Acra |
1 | 100 Acra | 60 Acra |
2 | 200 Acra | 120 Acra |
3 | 350 Acra | 180 Acra |
4 | 600 Acra | 240 Acra |
5 | 800 Acra | 300 Acra |
Choose two groups from the factions list (other than the wayfinder's guild and council). The Character has connections and influence with these groups.
Examples would include: Engineers guild, Circle of the Broken Wing, House Terrec, College of the Stars, etc.
The character has connections and influence among Acryn’s council.
You can leverage your experience managing mechantile enterprises to expand your operations. You can maintain two resources rather than just one.
+2 Body Hits
+2 Body Hits
+2 Body Hits
You have a basic understanding of the channels of power, and can usually find out who you need to speak to to address an issue in a new area.
You’re good at spinning tales, which people tend to listen to. As long as full blown combat is not in progress, you can, once per encounter, say “Just hear me out” and follow it with up to thirty seconds of talking. If you do, intelligent creatures will always listen to the end before kicking anything off, giving you a chance to give your side of the story (or for your three mates to sneak up on them).
Your character, through taunts or fast talking, is good at drawing foes attention. After talking to/taunting a target for a few seconds, you can say “keep looking at me”, after which they should do so as long as you continue talking/taunting, and they are not surprised by an attack from another direction (which breaks their concentration on you).
As long as you are travelling through relatively normal terrain (woods, plains, tracks, hills etc.) you never receive any penalties for extended travel, and can keep party members happy for longer on the road.
As long as you have a Survivalist skill sufficient to cover the terrain you’re travelling in, gain a dodge.
As above, but applied to harsher terrains (mountains, deserts etc).
Pre-Req: Good Footing
As long as you have a Survivalist skill sufficient to cover the terrain you’re travelling in, the whole party gains a dodge. For you, this DOES stack with good footing.
The character can carry out field repairs to standard quality armour of all classes, and can fix shattered standard equipment with access to a smithy.
As Craftsman one, but the character can repair superior equipment, and gains the ability to field repair standard weaponry and shields. In addition, the character can craft a single standard item between each adventure.
You know how to build most common types of building. When purchasing simple resources you pay only 75% of the cost to represent the purchase of materials and labour used to construct the resource yourself. You may construct resources for other characters, you pay 75% of the cost as usual and pass the resource to the other character in exchange for whatever arrangement has been worked out between your characters.
Pre-req: Craftsman Lv2
As craftsman one, but can repair master crafted equipment, and can field repair superior weaponry and shields. In addition, the character can now choose to craft EITHER two standard or one superior item between adventures.
A character does not bleed to death whilst you phys-rep staunching their wound. After 10 seconds of roleplay, you may call HEAL ZERO on an unconscious character.
You may, with 10 seconds roleplay, restore 1 HP to a character on 0 HP. This only works once per character per encounter regardless of who delivered the Emergency Aid.
Once per encounter, with 10 seconds of roleplay, you may restore up to 4HP, the character is then Weakened until the end of THIS encounter.
Pre-req: Patch Up or Advanced Medical Knowledge (Doctor Background)
You may, with 1 minute of roleplay, fully restore a character’s HP. They will be Weakened until the end of the FOLLOWING encounter.
A character does not bleed to death whilst you phys-rep staunching their wound. After 10 seconds of roleplay, you may call HEAL ZERO on an unconscious character.
Necessary for the diagnosis and curing of minor diseases, and for the diagnosis of addictions. While very minor diseases might be curable with a quick herbal preparation, serious diseases and addictions will require the “Suppress Symptom” alchemist ability. Recognise the addiction effects of any potion brewable at levels 1-3. Recognise the symptoms of common diseases.
Recognise an addiction to any potion brewable at levels 4-5. Recognise less common diseases. Recognise more common addictions and symptoms from other sources. You also have a chance of diagnosing disease or addiction-like effects stemming from magical or divine sources.
Pre-req: Advanced Medical Knowledge or Patch Up (First Aid Background)
You may, with 1 minute of roleplay, fully restore a character’s HP. They will be Weakened until the end of the FOLLOWING encounter.
You are an Alchemist and treated as such for the purposes of taking and producing Alchemical Potions. You may mix ingredients to produce Alchemical Effects. You have 6 potion slots for mixing potions you know between adventures. You may additionally recognise any potion you know how to mix, you may choose a single Class D potion to learn how to make.
You know how to mix a second Class D potion.
You may mix some potions in such a way that they can be delivered on a blade or by touch (potions will specify if they can be used this way)
Pre-Req: Mix Class D potion You know how to mix a single Class C potion.
You are especially skilled at ensuring that your blows are non-fatal. So long as you are calling Single with a short (36in or less) weapon, an opponent you are engaged with will not sustain life threatening injuries. Once the opponent you are engaging has been dropped to zero hits, you can call HEAL ZERO. If you wish, you may specify that the subdued opponent is unconscious, if you do not then they will be conscious.
Note: This skill represents your ability to cause non-fatal injury, and cannot affect any character already reduced to zero hits.
Gain 1 use of Disarm per an encounter with a short weapon (under 36in)
You are even more experienced with subduing an opponent, and gain the ability to call Doubles with a short (36in or less) weapon while you are using the subdual ability. You must call HEAL ZERO if you drop an opponent while using this ability.
Choose a weapon that you have specialised in.
You may fight with any appropriate weapon physrep of the class you choose. Weapon types available to fighters are:
If you have the Use skill for a one-handed weapon, and fight with an appropriate weapon of 36“ or less, you may make one WEAKEN call per encounter (this does NOT stack for ambidexing).
Pre-req: Weapon Talent 1
You may wear Heavy Armour. This gives the user 6 extra hits. While wearing Heavy Armour, all dodges you would usually have become RESIST calls to STRIKEDOWN or REND instead. Additionally you may repair a suit of Heavy armour up to half its total hits.
Heavy armour is worth an additional +2 hits.
You can fully repair a suit of Heavy Armour.
You may wear Medium Armour. This gives the user 4 extra hits. Additionally you may repair a suit of Medium Armour up to half its total hits.
You may fully repair a suit of medium armour.
You gain an additional +2 hits while wearing Medium Armour.
You may use a small or medium shield.
While wielding a shield you gain a Dodge.
You may use a large shield.
You may use a bow/crossbow, arrows from which do a DOUBLE by default and may not be DODGED (unless a skill states otherwise).
You gain 1 DODGE while holding a bow or crossbow, or while you are putting it away.
Pre-Req: Bow Mastery Lv2 You may add STRIKEDOWN to your damage calls (do not combine effect calls) when using a bow or crossbow.
You may call TRIPLE with a bow or crossbow, which may be combined with effect calls.
You have basic criminal talents, such as lockpicking or sneaking past a sleepy guard at night.
You are exquisitely skilled at striking deadly blows on unprepared targets. If you strike a blow on someone from behind with a dagger without them noticing you before the blow struck, you may call BACKSTAB QUAD THROUGH.
You are skilled at stealthily ranging ahead of the party and getting into prime positions. Any time a combat starts that is not a sudden surprise to your party, you may choose to begin the encounter in cover away from the main party. Monsters will usually not notice you until you move or take an offensive action.
Pre-Req: Backstab You are skilled at disabling foes with a backstab. You may choose to call BACKSTAB QUAD REND when using a backstab.
You have basic criminal talents, such as lockpicking or sneaking past a sleepy guard at night.
If you spend five seconds uninterrupted in close proximity to another person without them paying attention to you, you may tell a GM and you will have stolen something from their pockets.
You are skilled at stealthily ranging ahead of the party and getting into prime positions. Any time a combat starts that is not a sudden surprise to your party, you may choose to begin the encounter in cover away from the main party. Monsters will usually not notice you until you move or take an offensive action.
Pre-Req: Pickpocket You are adept at putting together a disguise to cover your looks.
You may call SINGLE THROUGH with daggers
You gain one dodge while fighting with a dagger in either hand.
You gain Two REND calls while fighting with a dagger in either hand. If you fight with a melee dagger in each hand, you gain this effect for both.
Pre-Req: Dagger Mastery Lv2 You gain one dodge while fighting with a dagger in either hand.
You gain a dodge while fighting with a weapon in each hand (including a main-gauche).
You may fight with a weapon of any length you can use in either hand.
While fighting with a Main Gauche or dagger in your off hand, you may call one DISARM per encounter.
You can drink 2 additional potions a day with no danger of developing an addiction.
You can drink 3 additional potions a day with no danger of developing an addiction.
You can drink 3 additional potions a day with no danger of developing an addiction. Additionally you are extremely resistant to disease, even if you do develop an illness it is unlikely to be as serious as it would be in anyone else.